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Beginner's all-round guide - need critics.

01-16-2014, 06:22 PM

I chose to attempt making a beginner's guide explaining basic mechanics of the game, but I feel I need some feedback on what improvements I need to make. So if anyone have any comments to make about it, please post a reply below or send me a PM in game (World server - Beerbender). Would be appreciated. Hope some people might find this useful too!

Choosing your wrestler:
In TWG there are 5 different wrestler classes: Strength, Technique, Speed, Resistance and Balanced. All these class have special bonuses that shapes the playstyle early on, and unlock moves that are specific for the particular class.

The Strength class get 50% reduced training time in the Strength statistic, receives extra stat points on Strength stat level up and an extra stat skill that is unique for the class – Fury. Strength wrestlers focus on hitting your opponent, and hitting your opponent hard while not being very tanky or especially good at avoiding getting hit.

The Technique class get 50% reduced training time in the Technique statistic, receives extra stat points on Technique stat level up and an extra skill stat called Mastery. Technique wrestlers focus on causing damage and injury through the use of submissions and has a strong avoidance base.

The Speed class get 50% reduced training time in the Speed statistic, receives extra stat points on Speed stat level up and an extra skill stat called Quickness. Speed wrestlers are very good at dodging the opponent’s attacks and counter with their own moves. They also have good stamina to last long in the fight.

The Resistance class get 50% reduced training time in the Resistance statistic, receives extra stat points on Resistance stat level up and an extra skill stat called Endurance. Resist wrestlers are very good tanks. While the other classes use avoidance skills to avoid oppoent’s attacks, Resistance have really high damage mitigation so they don’t suffer very much when they get hit.

The Balanced class is a mix of all the other classes. Balanced wrestlers get 12.5% reduced training time in all statistics, a few extra stat points in every statistic and a class skill called Versatility. Balanced wrestlers are often weaker early in the game, but they become one of the most lethal classes later on. They have a wide variety of moves and are more free to mix with the skill points to get the moves or bonuses they want.

However I wouldn’t call one class better than another. As long as you build your wrestler’s skillset well, you will do good. In the end game class barely matters anymore, because it is all about experience.

Skill Explanations:
When you increase your Statistics you get something called «Skill Points». These points are used to unlock skills associated with the specific Statisticm and the skill level can’t exceed the level of the Statistic. There are four different skills (+1 depending on what class you are) and in this beginner’s guide I will go through what the different skills do to your wrestler.

Might
Might increases your Direct Damage Increaser (DDI). All moves with damage in the game benefits from this damage increaser, but submissions only benefit on initial damage. This skill is used to counter opponent’s Damage Resistance and basically cause your wrestler to deal more damage.Rage
This skill increases your Adrenaline Gain (AG). Adrenaline gain is a key factor when it comes to creating your finisher and decides how much adreanline your wrestler will gain during every turn (see Finisher Guide).Unstoppable Blow
Increases your Attack Bonus (AB). AB increases your wrestler’s chance to hit with the different moves and counters your opponent’s block/dodge.Stiff Blow
Increases your Bleeding Bonus (BB). BB gives your bleeding moves (marked by a «Wounding: X») a higher chance to cut your opponent. Cuts drain your opponent’s health and if you manage to cut your opponent 5 times in a match, it will result in a knockout – giving you the victory.Berserker
Increases your chance to complete your attack sequence. This is one of the few skills you can’t boost through Advanced Techniques (see Advanced Technique Guide).Fury *Unique for Strength class*
Increases both DDI and AB, making this a very useful skill. Also Fury is required to unlock a lot of powerful moves that are specific to the Strength class.

Improved Reflexes
Increases your Dodge, which is an avoidance skill. Dodge increases your chance to avoid your opponent’s attack taking no damage, and enables you to start your own attack sequence.Head Start
Increases your Initiatve (Ini). Ini is mainly used three situations (ini checks): when someone escapes a submission hold, when someone tries to use a taunt and in the start of matches to decide who gets the first move.Lightness
Reduces the amount of Stamina you lose when executing moves and when you get hit. This is one of the few skills you can’t boost through Advanced Techniques (see Advanced Technique Guide).Elasticity
Increases your Pin Bonus. Pin Bonus increases your wrestler’s chance to successfully pin your opponent earlier than a wrestler witout any Pin Bonus. However this skill is not used much as it is considered inferior to the other alternatives.Frenzied Urge (Furge)
Increases your amount of allowed attacks in your attack sequences. Every 5 points of this skill increases the amount of your allowed attacks by one, which means that only every 5 points are useful! This is one of the few skills you can’t boost through Advanced Techniques (see Advanced Technique Guide).
Example: Level 20 Furge increases your allowed attacks amount by 4. Level 24 Furge also increases your allowed attacks amount by 4.Quickness *Unique for Speed class*
Increases both Ini and Pin Bonus, making this a decent skill. Also Quickness is required to unlock a lot of powerful moves that are specific to the Speed class.

Block
Same function as Improved Reflexes (dodge). Increases your wrestler’s chance on avoiding your oppoent’s attacks.Power Grappling
Increases your Submission Damage Increaser (SDI). SDI increases the damage of your submission holds that comes after the initial hit and increases your submissions’ chance on injuring your opponent. Injuries cause your opponent to lose stamina each turn, and if you manage to injure your oppnent five times during a match you will automatically win.Ruthless Grasp
Increases your Submission Bonus (SB). When you execute a submission it will hit your opponent with initial damage followed by potentially two «holds». These holds deal submission damage with a chance of injuring your opponent and the damage is increased by SDI. SB increases your chance of getting a double hold with your submissions – therefore indirectly increases your submissions’ damage.Escape Artist
Increases your Escape Submission (ES). ES increases your chance of escaping your opponent’s submission holds – which directly counters SB.Feint
Increases your chance to interrupt your opponent’s attack sequence – a direct counter to Berserk. This is one of the few skills you can’t boost through Advanced Techniques (see Advanced Technique Guide).Mastery *Unique for Technique class*
Increases your wrestler’s SDI and SB, making this one of the most important skills for a submission user. Also Mastery is required to unlock a lot of powerful moves that are specific to the Technique class.

Tireless
Increases your wrestler’s base stamina by 2% for every level.Toughness
Increases your Damage Resistance (DR). DR reduces the damage you take from all sources and is capped on 99% more than your opponent’s DDI and/or SDI (no matter how much DR you have you can’t make your opponent hit your for 0 damage).Thick Skin
Increases your Hit Points (HP). HP is the amount of damage you can take before hitting red.Willpower
Increases your Pin Opposition. This skill increases your chance to kick out of pinning manuevres more effectively. However this skill is considered inferior to the other options.Pacification (Paci)
Increases your amount of Attacks Denied. Attacks Denied reduces the amount of your opponent’s Allowed Attacks, making Pacification a direct counter to Furge. However no matter how much Paci you have, your opponent’s amount of allowed attacks can’t be pushed further down than three Allowed Attacks.Endurance *Unique for Resistance class*
Increases both DR and HP. This skill is essensial for tanks as it increases two very important defensive skills. Also Endurance is required to unlock a lot of powerful moves that are specific to the Resistance class.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Balanced Class does not have a specific bonus in any one statistic, but has 12.5% skill point increase in all Statistics.

Versatility *Unique for Balanced class*
This skill requires points from every stat to level up. This is a balanced skill that grants all the bonuses from Fury, Quickness, Mastery and Endurance. But leveling up Versatility (Versa) won’t unlock the other class specific moves – only Balanced class moves.
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Finisher guide:
Your finisher will be the most powerful move you have. Early on it might only hit Fantastic, but as it gains levels it grows more powerful - and eventually it will cap out at 99,999 damage. When your finisher levels you get the choice between increasing Damage, Attack bonus or Sub bonus/Bleed bonus/Pin bonus. Every time you choose to upgrade one of these bonuses, they will increase by 5%. Example: Damage*1.05^x (x = fin level, Damage = current damage)
The two key factors when it comes to creating a finisher is Adrenaline Gain (AG) and Adrenaline Cost (AC). Your finisher's AC is decided by how much bonuses and damage you put in your finisher together with Required and Forced Positions. However, you will have to tailor your finisher so it fits your current AG. Adrenaline Gain tells your how much Adrenaline you gain from hitting and being hit. If you hit a move, you will gain Adrenaline equal to your amount of AG, while if you get hit you gain Adrenaline equal to AG/2. The usual way of deciding your appropriate AC is by using the formula AG*25=ACExample: If you have 20 AG, the formula would become 20(AG)*25=500(AC). So 500 AC is the appropriate for 20 AG.
Now let's talk about the different positions you can choose for your finisher. You have one called Required Position and one called Forced Position, and what you choose has a significant effect on your finisher's AC.
Required Position means what position you need to be in order to be able to use the finisher, while Forced Position means what position you end up in if your opponent blocks/dodges your finisher. It is smart here to use a Required Position that you appear to be in quite often, but does not increase the AC too much.
The Forced Position however is usually put on Stunned since it lowers the AC by a lot.
The higher Attack Bonus (AB) you have, the higher chance your finisher gets at hitting your opponent. Do not underestimate the value of AB!

Example for a finisher:Now let's say you have 20 AG. By using the AC formula mentioned above, you figured out that 500 AC is the appropriate amount.Name - TestRequired Position: Groggy (+50) - +50 means it will add 50 to your Adrenaline Cost. Groggy is a frequent position, but not that expensive (compared to Grounded) and is used a lot on finishers both early on later on.Forced Position: Stunned (-60) - -60 reduces the AC by 60.Max Damage: 60Min Damage: 60Attack Bonus: 20 - 20 is a decent in between amount. If you are a strength, you could probably lower this.Bleed Bonus: 1 - In my opinion, this bonus is too expensive to put higher amounts on. Especially early level!.Adrenaline Cost: 520

Having a few AC points above or below your calculated AC is not that important. However, you could tailor your finsher to have the exact amount if you want. If you feel your finisher might not execute in matches, you will need to lower the AC.What does "Wrestler Status" mean? By changing the wrestler status you can choose what color you want your opponent to be at before executing your finisher. I advice you having it no "Always". Having it on light green means that it will only execute if your opponent has light green color or "worse", dark green means it will only execute if your opponent has dark green color or "worse" etc. Changing the wrestler status required might result in fewer finisher executions. The more finisher executions you have, the quicker it will level - which makes it stronger.

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------1.4 - HOW TO GET MORE EXPERIENCE
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How do I get more experience for my matches?
Your experience gain depends on the amount of stars you get after every match. 10 stars = 1 experience. There are several ways to increase the amount of stars you get in your matches.Moves executions:
Every time you execute a unique move, you will gain half a star. This means the more moves you have activated, the more potential stars you can get. This is common for execution builds, and it might weaken your wrestler quite a bit.Finishers, Taunts and Trademarks:
These 3 "moves" has a limited amount of executions. You can only execute them max 3 times each every match. Every execution of any of these moves will gain you 1 extra star. Which means if you hit 3 taunts, 3 TMs and 3 Finishers in a match, you will gain 9 extra stars - nearly 1 extra experience point!Leveling up:
Every time you level up, you will gain one extra star to your votes. This extra star is permanent, and after leveling enough levels you will eventually gain up to 2 more experience each match through this bonus.Entrances:
This is the most significant way to earn more stars, and arguably the most important feature in the game! At level 5 (4 for supporters) this feature is unlocked. You buy an entrance for 20 000 Fantaeuros, and it cost 20 000 to increase it one level. Each level of your entrance increases your votes by 1/2 star. It will take some time to level this up, but it is definitly worth it.I will use myself as an example: I have a level 828 entrance, which means that my votes are increased by 828 half stars (424 stars). And as I mentioned above, 10 stars = 1 experience point. This means with this amount of entrances I will gain atleast 42 experience every single match.

After playing for some time you will start getting targets completed, achievements granting Experience Points (Exp) and more matches done. Exp is used to increase your wrestler’s skills, thus making you stronger and is the most important currency in the game. In this topic I will talk about where you can spend you experience – more specifically Advanced Techniques.

Advanced Techniques
Advanced Techniques (ATs) is the most popular and accessible way to spend your Exp to make yourself stronger. Through ATs you can increase most of the skills in the game, but there are a few skills you cannot increase through ATs. These Skills are:
-Frenzied Urge and Pacification
-Berserker and Feint
-Tireless and Lightness

Each 1000 Exp increases the amount of a skill of your choosing by 2 – Health (20 each 1000 exp) and Stamina (10 every 1000 exp). As you increase your AT level, the cost together with the skill increase will increase. Example:
AB Level 1 = 2 skills for 1000 exp.
AB Level 2 = 4 skills for 2000 Exp.

You also have another way to spent your experience, and that’s through the use of Private Gym (PG). However I won’t go through the use of PG as it is rarely used because of the extreme Tournament Point (TP) cost.

Great post here. I like how you put the main info into easy to comprehend snip its. I'd love to see another thread where you list all of the Xp amount/levels for AT's past lvl25 though (lvl150 would be the best imo).